Thank you! It works, though a bit hacky. I hope that h20 will come with a node ( or combo of nodes ) which this is implemented.
all the best!
stefan
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Solaris and Karma » Texture Projections from camera
- StefanA
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Solaris and Karma » Texture Projections from camera
- StefanA
- 51 posts
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Hello,
I'm wondering if anyone knows how to create texture projections from camera. Onto existing USD asset. I have some scorch marks that I need to project, but can't find anything in the docs on how to do this with Karma and MaterialX.
Any suggestions?
regards
stefan
I'm wondering if anyone knows how to create texture projections from camera. Onto existing USD asset. I have some scorch marks that I need to project, but can't find anything in the docs on how to do this with Karma and MaterialX.
Any suggestions?
regards
stefan
Solaris and Karma » configure primitive: purpose proxy/render a bit glitchy
- StefanA
- 51 posts
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Solaris and Karma » configure primitive: purpose proxy/render a bit glitchy
- StefanA
- 51 posts
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Hello,
It seems when you are authoring a new asset and set the purpose on prims to either proxy or render it's not reflected in the viewport directly. So you need to force a refresh of the viewport to see the result. Switching to Storm will show the purpose selections, but Houdini GL seems a bit glitchy until you force refresh the viewport.
This has been tested on 19.5.303 (Linux).
Anyone else noticed this?
regards
stefan
It seems when you are authoring a new asset and set the purpose on prims to either proxy or render it's not reflected in the viewport directly. So you need to force a refresh of the viewport to see the result. Switching to Storm will show the purpose selections, but Houdini GL seems a bit glitchy until you force refresh the viewport.
This has been tested on 19.5.303 (Linux).
Anyone else noticed this?
regards
stefan
Solaris and Karma » How to extend the MaterialX standard library?
- StefanA
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Solaris and Karma » Exporting out as MaterialX
- StefanA
- 51 posts
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rafal
Not necessarily. You should be able to right-click on any VOP node > Save > MaterialX...
This menu item essentially callsvop2mtlx.saveShaderNetwork()
, which traverses the input chains. If one of the node in an input chain is a subnet, that subnet will be saved as a node graph. But if that subnet has another subnet inside, it will result in an error, because MaterialX node graph can't have another node graph inside.
Hello,
I'm testing this right now and I can't for the world in me read the mtlx file back in again. When I test with the built in shader examples it's works (testing standard_surface_chrome.mtlx as example).
But if I create a standard surface and then export that it will not work.
If I copy paste the code from the mtlx file but change the name from "SR_Chrome" to "My_Test"., and also the same for nodename..it will not work.
So is there anything else we can do to make it work?
Testing this on 19.0.561 (linux)
regards
stefan
Houdini Lounge » USD Skin/Animation export and import
- StefanA
- 51 posts
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cwhite
I think the issue there is that USD Export (well, SOP Import internally) just imports the skeleton geometry as curves.
For UsdSkel, SOP Import requires agent primitives, which is why the SOP Character Import LOP exists to do the kinefx -> agent conversion behind the scenes for you
aha, then I'll investigate that route. Thanks for the input again.
stefan
Houdini Lounge » USD Skin/Animation export and import
- StefanA
- 51 posts
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So the idea is this. If you create an asset like the screenshot you add in the capture skin data as a layer. Then in a shot context the only thing you add as a layer would be the skeleton animation.
The "rig" ( super simplified example )would output first a capture.usd and a skeleton.usd (not sure if the latter is needed). Then the animator would output the anim.usd which would be the animated skeleton.
As a second layer blendshapes/shotsculpt can be exported as an additive layer.
But at the moment I'm not sure how to separate these into their own publishes. When I try and export the skeleton or anim it only comes in to LOPs as curves and not UsdSkel. So I'm thinking I missing something here.
I hope I make sense here.... probably not
regards
stefan
The "rig" ( super simplified example )would output first a capture.usd and a skeleton.usd (not sure if the latter is needed). Then the animator would output the anim.usd which would be the animated skeleton.
As a second layer blendshapes/shotsculpt can be exported as an additive layer.
But at the moment I'm not sure how to separate these into their own publishes. When I try and export the skeleton or anim it only comes in to LOPs as curves and not UsdSkel. So I'm thinking I missing something here.
I hope I make sense here.... probably not
regards
stefan
Houdini Lounge » USD Skin/Animation export and import
- StefanA
- 51 posts
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cwhite
I might be misunderstanding, but if you just specify the Animated Pose sop path then that'll only import a Skeleton and Skel Animation prim, which you can use for layering?
I'm going to do some testing and see if I can trickle out some screenshots (we don't have internet at the office, or do it in Apprentice).
regards
stefan
Houdini Lounge » USD Skin/Animation export and import
- StefanA
- 51 posts
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cwhite
I think the SOP Character Import LOP [www.sidefx.com] might be what you're looking for?
Not really as that only gives you half of the answer. I'm wondering how we can export a USDSkel only to be used as a sublayer. So imagine at the end of that document (the character HDA) that you in preparation has exported the "capture" geo and the animator only exports the skeleton as animation.
So while clicking around I think the CharacterIO node might be the thing that I'm after. What I need is a separate export of each thing.
regards
stefan
Houdini Lounge » USD Skin/Animation export and import
- StefanA
- 51 posts
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Hello,
I was wondering if there are any examples around which cover USD Skin / USD Animation export from SOP which is not a Crowd Agent. I'm trying to get my head around KineFX rigging but mostly the exporting possibilities. Since we can export a capture.bgeo I'm hopeing we can use the same method to export a USD Skin which we can use as a part of our Asset container.
aka
Then (in theory I would only need to apply the usd animation as a sublayer in the scene. But I can't find any examples on any side of this method.
Any suggestions would be most welcome.
regards
stefan
I was wondering if there are any examples around which cover USD Skin / USD Animation export from SOP which is not a Crowd Agent. I'm trying to get my head around KineFX rigging but mostly the exporting possibilities. Since we can export a capture.bgeo I'm hopeing we can use the same method to export a USD Skin which we can use as a part of our Asset container.
aka
asset.usda geometry.usd materials.usda surfacing.usda captureskin.usd
Then (in theory I would only need to apply the usd animation as a sublayer in the scene. But I can't find any examples on any side of this method.
Any suggestions would be most welcome.
regards
stefan
Edited by StefanA - April 11, 2022 02:34:42
Technical Discussion » KineFX, HDA for Animators
- StefanA
- 51 posts
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Just to add, all tutorials and docs I see they are all working in the SOP context to animate a kinefx rig. Would this be the correct assumption that this is how we should do it?
Technical Discussion » KineFX, HDA for Animators
- StefanA
- 51 posts
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So I've been looking into some simple rigging with KineFX (mostly to learn it). And one thing I'm wondering about is that you need to be inside of a geo node to be able to access the controls that you build? If I jump up to the /OBJ level you can't access the controls anymore? So the workflow is that animators should always go inside of the geo/hda to select the rig subnet hda and work from there?
Maybe I'm not reading the docs correctly.
regards
stefan
Maybe I'm not reading the docs correctly.
regards
stefan
Technical Discussion » primvars:Pref with USD Asset in SOP
- StefanA
- 51 posts
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A few things why you should avoid to unpack (regardless of Alembic or USD files)
So far I've tested with Arnold and Renderman to get Pref to work with usd assets that has Pref as a attribute. I know it's a bit odd to use USD assets in SOP, but we are not there yet to use LOP as our render platform.
regards
stefan
- if you unpack it's no longer a procedural which means (in our case with Arnold) that the Arnold export would create very large render files. The alternative is to unpack and write out the geo as a native ass.gz file for arnold, but if you have large animated spaceships or vehicles this becomes a ass sequence which can be very big on disc.
- adding a "pack" after a "unpack" doesn't mean it's a procedural anymore. It will still do the large export as explained above.
- when you unpack the raw data much be sent to the renderer which then has to pack it to it's own format before rendering.
- The viewport will be filled up with 100's of millions of polygons if each asset in a scene needs to be unpacked.
So far I've tested with Arnold and Renderman to get Pref to work with usd assets that has Pref as a attribute. I know it's a bit odd to use USD assets in SOP, but we are not there yet to use LOP as our render platform.
regards
stefan
Technical Discussion » primvars:Pref with USD Asset in SOP
- StefanA
- 51 posts
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Hello,
I'm trying to render a USD asset and get the Pref AOV working in SOP. I can see the AOV render as it should if I unpack the USD, but not if I render it packed. It works in LOPs and I can see the attribute primvars:Pref, but when I try and render it via SOP it just wont show up until I unpack (which is not a solution).
Any idea on how to get that attribute to work in SOPs?
regards
stefan
I'm trying to render a USD asset and get the Pref AOV working in SOP. I can see the AOV render as it should if I unpack the USD, but not if I render it packed. It works in LOPs and I can see the attribute primvars:Pref, but when I try and render it via SOP it just wont show up until I unpack (which is not a solution).
Any idea on how to get that attribute to work in SOPs?
regards
stefan
Solaris and Karma » Prune instance points
- StefanA
- 51 posts
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Hamilton Meathouse
Modify Instances LOP > Prune tab > Delete
Then click the arrow icon and select your instances and hit enter
doh! been too focused on prune node, thanks a lot!
regards
stefan
Solaris and Karma » Prune instance points
- StefanA
- 51 posts
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Hello,
I just encountered something I'm not sure I know how to solve. I need to prune a portion of a scatter, this "layout" is a exported out as a USD so you don't have the instancer "live" in the shot. What what I can see I can only prune the various prototypes, but not the actual scatter points.
I can remove instance points with the boundingbox method, but I had hoped I could select the points (or define it in a more intuitive way.
Any takers on how to do this?
regards
stefan
I just encountered something I'm not sure I know how to solve. I need to prune a portion of a scatter, this "layout" is a exported out as a USD so you don't have the instancer "live" in the shot. What what I can see I can only prune the various prototypes, but not the actual scatter points.
I can remove instance points with the boundingbox method, but I had hoped I could select the points (or define it in a more intuitive way.
Any takers on how to do this?
regards
stefan
Edited by StefanA - Oct. 4, 2021 06:45:57
Solaris and Karma » USD upgrade to 21.08
- StefanA
- 51 posts
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Solaris and Karma » USD upgrade to 21.08
- StefanA
- 51 posts
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Hello,
I was wondering if it's going to be possible somehow to update USD separately from the shipped version? We are looking at using 21.08 due to fixes with Arnold-USD, but 18.5 uses 20.08 (which is old, released July 21, 2020...).
Is this possible?
regards
stefan
I was wondering if it's going to be possible somehow to update USD separately from the shipped version? We are looking at using 21.08 due to fixes with Arnold-USD, but 18.5 uses 20.08 (which is old, released July 21, 2020...).
Is this possible?
regards
stefan
Technical Discussion » Camera Mask, change colors
- StefanA
- 51 posts
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